new BasicMaterial(options)
Parameters:
Name | Type | Description |
---|---|---|
options |
An object with key/value pairs describing the initial values of the material.
|
BasicMaterial#SPECULAR_MAP_ROUGHNESS_ONLY
BasicMaterial#SPECULAR_MAP_ALL
BasicMaterial#SPECULAR_MAP_SHARE_NORMAL_MAP
BasicMaterial#SPECULAR_MAP_METALLIC_ROUGHNESS
Properties:
Name | Type | Description |
---|---|---|
doubleSided |
boolean | Defines whether the material is double sided (no back-face culling) or not. An easier-to-read alternative to |
alpha |
number | The overall transparency of the object. Has no effect without a matching blendState value. |
useVertexColors |
boolean | Defines whether the material should use the hx_vertexColor attribute. Only available for meshes that have this attribute. |
billboardMode |
number | Defines whether or not the material renders the geometry aligned to the camera. |
color |
Color | The base color of the material. Multiplied with the colorMap if provided. |
emissiveColor |
Color | The emission color of the material. Multiplied with the emissionMap if provided. |
colorMap |
Texture2D | A |
normalMap |
Texture2D | A |
occlusionMap |
Texture2D | A |
emissionMap |
Texture2D | A |
specularMap |
Texture2D | A texture containing specular reflection data. The contents of the map depend on |
translucencyMap |
Texture2D | A texture containing translucency data |
maskMap |
Texture2D | A |
colorMapScale |
Float2 | A |
colorMapOffset |
Float2 | A |
normalMapScale |
Float2 | A |
normalMapOffset |
Float2 | A |
specularMapScale |
Float2 | A |
specularMapOffset |
Float2 | A |
emissionMapScale |
Float2 | A |
emissionMapOffset |
Float2 | A |
translucencyMapScale |
Float2 | A |
translucencyMapOffset |
Float2 | A |
maskMapScale |
Float2 | A |
maskMapOffset |
Float2 | A |
specularMapMode |
number | Defines the contents of the specular map. One of the following: |
metallicness |
number | A value describing the overall "metallicness" of an object. Normally 0 or 1, but it can be used for some hybrid materials. |
normalSpecularReflectance |
number | The amount of light reflecting off a surface at 90 degrees (ie: the minimum reflectance in the Fresnel equation according to Schlick's approximation). This is generally 0.027 for most materials. |
roughness |
number | The microfacet roughness of the material. Higher values will result in dimmer but larger highlights. |
roughnessRange |
number | Represents the range at which the roughness map operates. When using a roughness texture, roughness represents the middle roughness, range the deviation from there. So textured roughness ranges from [roughness - roughnessRange, roughness + roughnessRange] |
alphaThreshold |
number | The alpha threshold that prevents pixels with opacity below this from being rendered. This is not recommended on certain mobile platforms due to depth buffer hierarchy performance. |
translucency |
Color | The translucency color for the material. This causes lighting from the back to come through. |
Extends
Members
-
<static> BILLBOARD
-
Used for billboardMode to specify the geometry should be aligned to the camera, but the Z axis still aligns to the world up axis.
-
<static> MESH
-
Used for billboardMode to specify the material should render as a default Mesh.
-
<static> SPECULAR_MAP_ALL
-
Used for specularMapMode to specify the specular map has rgb channels containing roughness, normal reflectance and metallicness, respectively
-
<static> SPECULAR_MAP_METALLIC_ROUGHNESS
-
Used for specularMapMode to specify the specular map has gb channels containing metallicness and roughness. This is the glTF standard.
-
<static> SPECULAR_MAP_ROUGHNESS_ONLY
-
Used for specularMapMode to specify the specular map only uses roughness data
-
<static> SPECULAR_MAP_SHARE_NORMAL_MAP
-
Used for specularMapMode to specify there is no explicit specular map, but roughness data is present in the alpha channel of the normal map.
-
<static> SPRITE
-
Used for billboardMode to specify the geometry should be aligned to the camera completely.
-
blendState
-
The blend state used for this material.
- Inherited From:
- See:
-
cullMode
-
Defines how back-face culling is applied. One of
CullMode
.- Inherited From:
-
debugMode
-
Allows setting the output to something different than the lit material, such as normals.
- Inherited From:
-
fixedLights
-
Allows setting a specific set of lights to this material, avoiding having to figure out lighting dynamically. This will cause all lighting to happen in a single pass, which is generally much faster than any other option.
- Inherited From:
-
lightingModel
-
The {@options LightingModel} used to light this material.
- Inherited From:
- Overrides:
-
writeColor
-
Defines whether or not this material should write color information. This should only be used for some special cases.
- Inherited From:
-
writeDepth
-
Defines whether or not this material should write depth information.
- Inherited From:
Methods
-
<static> roughnessFromShininess(specularPower)
-
Converts to roughness from a "shininess" or "gloss" property, traditionally used in Phong lighting.
Parameters:
Name Type Description specularPower
The specular power used as the gloss parameter.
-
setTexture(slotName, texture)
-
Assigns a texture to the shaders with a given name.
Parameters:
Name Type Description slotName
string The name of the texture as it appears in the shader code.
texture
Texture2D The texture to assign
- Inherited From:
-
setTextureArray(slotName, texture)
-
Assigns a texture array to the shaders with a given name.
Parameters:
Name Type Description slotName
string The name of the texture array as it appears in the shader code.
texture
Array An Array of
Texture2D
objects- Inherited From:
-
setUniform(name, value [, overwrite])
-
Sets a uniform value to the shaders.
Parameters:
Name Type Argument Description name
The uniform name as it appears in the shader code.
value
The uniform value. For vectors, this can be a
Float2
,Float4
, or an Arrayoverwrite
<optional>
If the value was already set, ignore the new value. Defaults to true.
- Inherited From:
-
setUniformArray(name, value, overwrite)
-
Sets the value for a uniform array to the shaders.
Parameters:
Name Type Description name
The uniform array name as it appears in the shader code.
value
An array of values.
overwrite
(Optional) If the value was already set, ignore the new value.
- Inherited From: